Hearthstone Legendaries You Can “Safely” Disenchant (Updated for The Witchwood)

With a flash of orange and a shout from the Innkeeper, opening a Legendary card in a Hearthstone pack is certainly exciting. Unfortunately, most Legendary cards are not competitively viable. In many cases, you’d get more mileage out of the 400 dust than the card itself. This guide provides a list of Safe to Disenchant and Probably Safe to Disenchant Legendary cards for the current Standard meta. Used in conjunction with our Legendary Crafting Guide, you’ll be able to make the most of your resources in Hearthstone.

Before you dust any cards, make sure this list has been updated for the current meta!

Wild Hearthstone Legendary Cards

Since the inception of the Wild format, Hearthstone players have been left with the difficult decision of whether to disenchant cards that rotate into Wild. While there is a smaller player base and less competitive play than Standard, Wild offers a lot of unique synergies with nostalgic cards.

The questions you must ask yourself in determining what to do with your Wild-specific collection are “How much value does the dust have to me now?” and “What is the likelihood I become infatuated with the format down the road?”. No one but you can decide what the “best” choice is in this case.

Hearthstone Card Pack Changes

Shortly before the release of Knights of the Frozen Throne, changes to Hearthstone pack openings have an impact on the decision not only of whether to disenchant Legendary cards but also when to disenchant. Because it is no longer possible to open a Legendary card that you already have in your collection, it makes sense to hold onto Legendaries for sets in which you are actively opening packs. While you won’t get the immediate dust from the card, it will save you the pain of opening that card in a later pack. This becomes more important as your collection within a particular set grows and fewer Legendary cards become possible to open.

Likewise, the number of packs you intend to open within a set is an important consideration. If you have plans to open several more packs of a given expansion, you may wish to hold onto all Legendaries within that set. Once you’re done cracking open packs for that set, however, you’re generally safe to start dusting cards. Even if you happen to get some free packs from Blizzard, it’s unlikely that you’ll open any Legendary in such a small amount of packs, let alone one you already disenchanted.

Hearthstone Card Sets

Disenchanting Legendary cards is inherently risky. You’re gaining 400 dust for a card that costs 1,600 dust. This results in a net loss of 1,200 dust should you decide to craft a previously disenchanted Legendary down the line. While no one can predict how much support a particular card will get in future sets, by considering the set of the card in question you can mitigate some of the risks.

With this in mind, it is recommended that you’re more conservative with your decision to disenchant Legendary cards from the current year and, more specifically, the most recent set. Soon after an expansion release, Arcane dust becomes precious as players look to craft new decks. However, the meta takes time to settle and what may seem like a safe disenchant two weeks after release may be a sleeper card that is found to be quite potent later in the set’s life.

Disclaimer

Finally, it’s worth restating that no one can accurately predict the long-term viability of Legendary cards. In the past, we’ve seen Legendary cards go from unplayable to meta-breakers with just a little more support. This guide uses the information we have available to us now to make educated recommendations for disenchanting cards. In the end, however, it’s the responsibility of the player to decide to dust or keep any of the cards listed.

“Safe” to Disenchant Legendary Cards

Hearthstone Legendary Crafting Guide Table of Contents

This guide breaks down Legendary Cards for each set into Safe to Disenchant and Probably Safe to Disenchant. Safe to Disenchant Legendary Cards can be confidently converted to dust as they are unlikely to see play in the current meta, nor are support cards likely to make them any more playable. Probably Safe to Disenchant Legendary Cards do not see play at the moment, but an expansion bring them more support may propel these cards into viability in the future. All of the cards in this list are currently played in less than 1% of decks, according to data from HSReplay.net.

Classic Set

The Hearthstone Classic Set is the core set in the game. Introduced with the game’s release, the set still has many of the game’s strongest Legendary cards. Due to their unrestricted duration in the Standard format, Classic Set Legendary cards are more likely to remain playable than those released with expansions so some additional restraint can be exhibited when disenchanting Classic Set cards.

The Classic Set has a higher density of Legendary cards than other sets. It’s no surprise, then, that there are quite a few Safe to Disenchant Legendary Cards in the set. A little more caution can be given to Legendary cards in the Classic set because they will be apart of the Standard format for a long time to come and Tavern Brawls continue to award Classic packs.

Safe to Disenchant Legendary Cards

Gruul – On paper, Gruul seems like he’d be powerful. However, when you invest eight mana into a single minion, you want more of an immediate effect than this card provides. While Gruul will be a great card in most of the Basic decks, he’s largely a victim of other, more powerful options being available to more advanced players.

Illidan Stormrage – Illidan is, unfortunately, not prepared for opposing minions or spells. The weak stat line of both the Flame of Azzinoths and Illidan himself are too easily removed by opponents to be a viable threat.

Lorewalker Cho – While he’s a top-performer in the meme meta, Lorewalker Cho is infrequently a card you want to play in your deck. Even in a minion-heavy deck where the downside is unlikely to affect you a 0/4 body doesn’t offer much.

Millhouse Manastorm – Everyone’s favorite gnome provides a great body for two mana, but the drawback is far too punishing for Millhouse to see competitive play.

Nat Pagle – Nat Pagle is a prime example of why micro-changes are very difficult in Hearthstone. Before a small change, Pagle was present in nearly every single Hearthstone deck. As soon as his text was changed from “At the end of your turn,” to “At the start of your turn,” the jolly fisherman immediately disappeared.

Nozdormu – The concept of punishing slow-playing opponents is certainly tempting, but it comes at too much of a cost with Nozdormu. On turn nine, you really want to get more stats in play than this dragon provides. Quick-thinking Hearthstone players would be better served holding out for a speed game mode than holding on to Nozdormu.

The Beast – Paying six mana for a 9/7 doesn’t sound all that bad. Giving your opponent a free minion, however, is usually not a good idea. In addition to the drawback of the Deathrattle, the somewhat fragile nature of The Beast makes it easily managed by opponents.

Probably Safe to Disenchant Legendary Cards

Cenarius – The patron god of all Druids makes this list not because he’s a weak card, but due to the numerous strong options available to the Druid class. Even when the class wasn’t strong, Druid had better win conditions to ramp into.

King Mukla – A three mana 5/5 means you’re gaining three extra stats. However, Mukla’s drawback effectively gives four stats back to the opponent allowing them to dictate efficient trades. This downside makes it hard for the gorilla to find a home in even the most aggressive decks. It’s true that Mukla has seen SOME play in the past, but it was never a staple.

Lord Jaraxxus – Long gone are the days of Jaraxxus being the ultimate value tool. Of course, while having a 2 mana 6/6 every turn is still insanely powerful, the fact that you lose an entire late game turn, and that you are set down to 15 health made the cards unplayable in any of the last few expansions. Nearly every deck in the meta has some way to take advantage of that initial tempo loss or health limitation.

Onyxia – The daughter of Deathwing has had her moments in competitive play, but has never quite been a mainstay. Even when included in certain decks, she’s frequently easily replaced by more potent options.

Hogger – Hogger offers a unique means of stalling a single, large opposing minion, but his stat line makes him easy to deal with. The gnoll is further weakened by the board flood strategies that can easily get past the weaker members of his pack.

Tinkmaster Overspark – Another victim of Beta nerfs, Tinkmaster was an ubiquitous choice in early Hearthstone. These days, the inconsistency of both the transform result and the target makes this gnome far less powerful than he once was. Even when he was played (post-nerf), he was merely a tech card, definitely not something you had to run.

Year of the Mammoth (2017 Sets)

The Year of the Mammoth consists of Journey to Un’Goro, Knights of the Frozen Throne, and Kobolds and Catacombs. All three sets will rotate out of the Standard format with the release of the first expansion in 2019.

Journey to Un’goro

Safe to Disenchant Legendary Cards

Clutchmother Zavas – The Discard mechanic has gotten some support in the past, but still fails to make it into the competitive scene. In Discard decks, Clutchmother provides a potential safety net discard, but probably isn’t worth a spot in your deck.

Lakkari Sacrifice – Early on, many players made the mistake of shoving the Warlock quest into Discard Zoo. The inevitability of the reward provides belongs in slower decks, however. While the card is unlikely to see competitive play, the idea of having infinite, free threats every turn is very tempting.

Ozruk – Chaining Elemental synergies has seen some play in a few classes from time to time, but all elemental decks have one thing in common: they exclude Ozruk. Typically, Elemental decks want to play minions on curve turn after turn. This strategy is effective, but often leaves too few cards in hand by turn nine to make Ozruk a substantial threat (or even road block), given that you need to play at least two Elementals to make him worthwhile.

The Last Kaleidosaur – If Galvadon is any indication of the strength of the Kaleidosaur, it’s no surprise they died off. Adapting five times is fun, but dumping your entire win condition in a single minion is a recipe for disappointment when the removal inevitably hits.

The Marsh Queen – Infamously predicted to be a game breaker, the Hunter quest never had a chance at living up to expectations. A critical problem with the quest mechanic is that you have to give up your turn one. This quest, in particular, feels the effects of this since decks that use it are chock-full of one drops.

The Voraxx – Yet another victim of the pace of Hearthstone. A 3/3 on turn 4 is easily removed and most buffs that warrant duplicating cost a significant chunk of mana. As a result, The Voraxx is consistently sidelined, even in decks than run enough buff spells to consider the plant.

Tyrantus – A giant minion that cannot be targeted with removal spells, Tyrantus is certainly an appealing option. Usually when you spend over eight mana on a single card, however, you want something more than a pile of stats. Remember that we’re living in a world in which you can summon it with Spiteful Summoner for 7 mana, on top of the extra 4/4 body.

Unite the Murlocs – Even in the Wild format, where Shaman has got a lot more Murloc support, this Quest just doesn’t work. In Standard? It’s even worse. The inherent problem with this card is that when you play a Murloc deck, which is Aggro, you don’t want to start with one less card and skip your turn one.

Probably Safe to Disenchant Legendary Cards

King Mosh – While the premise of having a massive late game AoE removal that leaves a big body is not that bad, the fact that the card comes down really late and has to be combined with a Whirlwind effect for maximum potential makes it a sub-optimal choice. Warrior has a plenty of better options available. It’s possible to see it when facing an Odd Control Warrior, but even in that off-meta deck it’s not a staple.

Open the Waygate – Once a solid Quest, which made Exodia Mage a semi-viable deck on the ladder. However, after the last rotation, the deck has lost not only multiple ways to get Quest triggers (such as Cabalist's Tome, but also its most powerful defensive mechanic – Ice Block. Maybe the next two expansions will bring it back somehow, but it’s not very likely.

Sherazin, Corpse Flower – For a time, Sherazin was a staple in Miracle Rogue decks. Now, the once barren 4-mana slot is more competitive. For example, Fal'dorei Strider simply does the same job, but much better, and you can even play two of them.

Swamp King Dred – Dred can make turns seriously uncomfortable for your opponent, but the big dino didn’t even make a cut in the Recruit Hunter deck, which seems the best deck to play him. Hunter mains may want to keep him around, but others may consider dusting the beast.

The Caverns Below – It’s one of the only cards in history which was nerfed twice – first the number of minions needed to be played was increased from 4 to 5, and later the stats of the minions you get after you finish it was lowered from 5/5 to 4/4. It seems like the second nerf has crippled the Quest Rogue heavily, because even in the slow meta we have right now, it’s not a particularly powerful, nor popular deck choice.

Knights of the Frozen Throne

Safe to Disenchant Legendary Cards

Blood-Queen Lana'thel – Unlike Clutchmother, Blood-Queen fits into the slower deck that Quest Warlock wants to become. Even still, she suffers from the weakness of the archetype as a whole. She would need to have some extra effect when SHE is discarded in order to be even somewhat viable.

Bolvar, Fireblood – Even though Bolvar has seen some play initially, the Divine Shield archetype of Paladin just never took off, and it’s doubtful that it will, unless they go all-in on that synergy in the upcoming two expansions.

Lilian Voss – A four mana 4/5 is never bad, but you wouldn’t exactly put Chillwind Yeti into your deck. The card is not very consistent, often replacing your perfectly fine spell with something worse. More importantly, Rogue usually wants to keep their own low-cost spells to pair with Gadgetzan Auctioneer, trigger the Combos or generate tempo. The only way to use her is in Tess Greymane deck, but even those don’t really want to run Lilian Voss.

Moorabi – The Freeze mechanic received just enough cards to pique interest, but not quite enough to result in a new archetype. Even then, a 4/4 for six mana needs to generate a lot of cards to warrant play.

Prince Valanar – At first, players have thought that Prince Valanar will be the strongest one of the three, but it turned out that it’s the opposite. While Aggro decks can afford to sacrifice other 2-drops to get an increased tempo for the rest of the game by using Prince Keleseth, and some decks just don’t run any key 3-drops, and Prince Taldaram‘s combo potential is utilized in them, when it comes to Valanar, no deck really wants to sacrifice 4-drops for a slightly-above-average minion.

Professor Putricide – While Secret Hunter was doing quite fine, and many Hunter builds still run Secrets, Putricide has never seen play. Both dropping him on Turn 4 without playing anything and waiting until Turn 6 to make him useful were too slow options. Even when you could drop Cloaked Huntress on Turn 4, it was usually better to take advantage of her effect immediately, before she was removed.

Probably Safe to Disenchant Legendary Cards

Arfus – Everyone’s favorite doggo is used in some of the greedy Quest Priest builds, but paying 4 mana for a 2/2 body is hard to stomach. There are few Death Knight cards that make this tempo loss worth it.

Rotface – Some Recruit Warrior builds (and the archetype is, obviously, off-meta) utilize Rotface. If you can Recruit him for cheaper, it’s easier to combine him with some Whirlwind effects immediately. But it’s still not a thing average player should think about – those decks are both very expensive and honestly not very strong. In the future, the ugly monster could find his way into competitive decks, but at the moment, this seems unlikely.

Thrall, Deathseer – It used to be one of the better Death Knight cards back in the day, but the recent rotation has nearly killed off the already weakened Evolve Shaman archetype – after all, the deck built around Evolve without… Evolve, not to mention Doppelgangster, just doesn’t work well enough.

Uther of the Ebon Blade – For a brief time, OTK Paladin was actually a relatively popular deck on the ladder. However, given that the deck’s main win condition – Auctionmaster Beardo – has rotated out, it’s now incredibly hard to pull it off. While some players have attempted it, OTK Paladin is now a completely off-meta deck, which performs rather poorly. Still, you might keep the card in hopes that it will be given more support in the next expansions.

Kobolds and Catacombs

Safe to Disenchant Legendary Cards

Dragon Soul – Many players have tried to make it work, but it just didn’t. Even the most spell-heavy decks like Combo Priest rarely cast three spells per turn, not to mention the lack of immediate impact in case of weapon removal. This card has some potential, but it’s incredibly hard to make it work.

Temporus – Even though Temporus has some merits in certain, combo-based Priest builds, it’s just too risky to run, even in a slower meta like this one. Giving your opponent an extra turn in the late game means that you’re dead more often than not.

The Darkness – Deactivating an opponent’s Raza the Chained and Kazakus was a reason to run this card. Later, messing up your opponent’s Spiteful Summoner decks was another reason. But in neither of those cases it was worth running a sub-optimal card just for a chance to disrupt your opponent’s strategy – the decks it countered just weren’t THAT common, and it was bad in most of the other matchups.

The Runespear – A Tortollan Primalist on a stick, the Legendary Shaman weapon is unlikely to see much more play than its shelled counterpart. Shaman hasn’t got enough spells that are always good, no matter what the board state looks like, to make this card work. Picking a seemingly powerful spell such as Hex or Volcano can often backfire by clearing your own minions instead, and on the other hand, using it when you have no minions on the board makes many different options useless.

Probably Safe to Disenchant Legendary Cards

Sonya Shadowdancer – Sonya was a staple in Quest Rogue deck – getting extra copy or two of a certain card (which was easy if that card had Charge or Rush) pushed the Quest further quite nicely. But since the Quest Rogue’s future doesn’t look bright, the same thing can be said about Sonya.

Year of the Raven (2018 Sets)

The Year of the Raven consists of The Witchwood and two yet to be released expansions. All three sets will rotate out of the Standard format with the release of the first expansion in 2020. Keep in mind that these sets will remain in Standard longer than Year of the Mammoth sets, meaning that these predictions might be less accurate in the long run.

The Witchwood

Safe to Disenchant Legendary Cards

Blackhowl Gunspire – This card would need Taunt in order to be viable. While it has a powerful combo with Warpath, you can’t really do it immediately – you have to wait a turn, which basically means that you give your opponent time to either clear or Silence it. It’s a fun card, but it just doesn’t work.

Duskfallen Aviana – While playing a big minion or Ultimate Infestation for 0 mana definitely sounds tempting, the issue with this card is that you give your opponent a chance to do it first. It’s pretty easy to first play the highest cost card and then answer this card. Playing Duskfallen Aviana will most likely swings the tempo heavily in your opponent’s favor.

Splintergraft – This card is just so slow. Not only you have to stick a minion you want to copy to the board, but then you need to drop an 8 mana 8/8 AND spend extra 10 mana on playing that minion again. Sure, some combos sound fun, but they’re very hard to pull off and just way too slow.

Probably Safe to Disenchant Legendary Cards

Dollmaster Dorian – While this card makes some sense in Mage running Aluneth and/or Book of Specters, most of the decks simply don’t run enough card draw to make it worth consistently. And those that do are off-meta. This card has some nice potential, but it’s both RNG and requires a very specific deck to be pretty much built around him.

Emeriss – Emeriss is a fun Legendary to play, without a doubt. However, even the slowest Hunter archetypes, like Recruit Hunter, simply have no time to run a 10 mana 8/8. Doubling the stats of minions in your hand sounds great, but if your minions are big already, it often doesn’t matter that much – they die to the same removals anyway and you win the game if they aren’t removed anyway. The only good way to use Emeriss is to set up some combo, for example by doubling the attack of a Charge minion. But combo decks like that also don’t look very promising so far.

Face Collector – He’s an optional choice in Tess Greymane decks, which are obviously already off-meta. It’s a nice source of extra value, and if you play those Legendaries from other classes, getting them back with Tess is always nice. But the card is just too slow for Rogue class – paying 3 mana for a 2/2 body is not great, and the random Legendaries might be pretty useless. It’s not the worst card in the game, but right now it’s not very useful.

Glinda Crowskin – Glinda is another interesting card. She is a part of some completely off-meta combos, like running Summoning Portal to make all of those Echo cards cheaper, or burning multiple cards from your opponent’s deck with 5x Gnomeferatu. Those combos, however, are not very consistent and hard to make work. The only deck she does work in is Zoo Warlock, but even then, she’s not a part of the most popular versions. If you’re a big Warlock fan or like to run some off-meta combos, you might want to keep her, but otherwise I’d say that she should be a safe dust.

The Glass Knight – Initially, Glass Knight was a pretty common choice in Even Paladin decks. After a few weeks, it has disappeared from most of the builds. And now, after the recent nerf patch, it has completely disappeared from the meta. It might be good in case Divine Shield Paladin becomes a thing (which might happen with enough support), or even a more healing-heavy Midrange Paladin build starts seeing play, but right now it doesn’t look good for the card.

A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over four years of playing and three years of writing about the game, he has achieved infinite Arena and multiple top 100 Legend climbs.

Chameleos sounds really cool being able to see and use their own cards but the problem here is that, most of the time, you want to play around your opponent’s spells anyways because Chameleos only lets you see one of their cards and not the rest of them. Sure you can see their hand a few turns earlier but Chameleos won’t be in your hand all the time and topdecking an answer will always be a thing. He also has the problem Shifter Zerus and the transforming Mage spell has; why put them in your deck when you can just put the card you actually want. Sure playing two Lich Kings in a game is good but that’s a very small chance of happening.

Overall, he’s a pretty fun card but his effect is underwhelming and if you’re good enough you just don’t need him. Unless your opponent has a surprise card in his deck (like a Druid running Baron Geddon) he’s pretty useless. I’d say dust him since I doubt he’d ever be a must have for a deck.

The meta is so diverse right now that there are not a lot of cards that are actually safe to disenchant. Here are some cards that made your list and that I don’t think belong in it.

Tinkmaster Overspark and King Mukla are both part of one of the best odd rogue decks right now, even being mentioned in a recent VS report.

The Last Kaleidosaur has been played with some success for a long time now by Brian Kibler, and still is. As long as Lynessa Sunsorrow exists in Standard, this card shouldn’t be considered safe to disenchant.

Lakkari Sacrifice and Clutchmother Zavas have been working quite well for a few streamers recently. With the recent card (can’t remember the name) that discards your entire hand, it’s possible to make them work quite easily.

Quest rogue is still a decent deck, especially with so many control decks seen on ladder these days. I don’t think this is a good time to disenchant The Caverns below, now that you don’t get full dust for it. Sonya Shadowdancer is also still decent for the same reason.

Recruit Warrior is a decent deck, so I don’t think Rotface should be disenchanted right now.

Savjz went something like 10-0 a few days ago with a deck containing Dragon Soul, so I wouldn’t go disenchanting it just yet either.

Thisj has been having a lot of success at legend rank with Blackhowl Gunspire.

Recruit hunter is one of the strongest decks right now and Emeriss is part of many of its builds. This card doesn’t belong in this list at all!

I think you’re mistaking off-meta decks streamers are playing to cater for their audience (or just for fun) with the actual meta. No one plays those cards in the meta.

For example, yes, Kibler does play Quest Paladin, but the deck is NOT good. He said it himself hundreds of times, he does it for fun, not because it is a viable, competitive choice.

Of course, if you’re a guy playing off-meta decks, then you should not disenchant anything. But I think that you, and many other commenting, are missing the point of this post. People ARE disenchanting off-meta Legendaries. It’s something that is happening and you won’t do anything about it. Believe it or not, but majority of players play to win. They don’t even have enough Dust to build actual meta decks, let alone off-meta things. We are NOT encouraging anyone to do it, just giving some guide-lines, for which players are asking all the time.

Players who are struggling for Dust and desperately trying to build something good are not the ones that have a big collection and want to keep fun, off-meta or tech Legendaries that they might use in the future. They don’t even know if they will be playing this game in the future, so what’s the point:?

The Mukla & Overspark are the only cards I kind of agree with – but as you’ve probably noticed, there are two categories. They’re in the second. So while yes, they might pop out from time to time, they are not a vital part of the deck.

The Odd Rogue deck from vS you mention only runs Mukla, not Overspark. And you can by all means play Odd Rogue without it, it’s just a tech card. Not even good tech cards for majority of players, actually. Most of the techs you see in those lists are tailored for the high Legend meta, played by high Legend players. This pocket meta is often very different, you face the same 2-3 decks all the time and you can more easily tech against them. In this case, both Mukla and Overspark are solid techs against the flood of Even and Cube Warlocks in high Legend, but they might not be as successful in lower ranks. Heck, “might be” is an understatement – stats at hand (HSReplay.net) suggest that out of the 20 strongest Odd Rogue builds (last 7 days, rank 10 – Legend), only one of them runs Mukla – build #5. And zero of them run Overspark.

Maybe you need a third category then? Maybe some of these cards would fit in there, but not really in the first or second category.

I mean, I’m a free to play player and I’ve used your guides for crafting and disenchanting in the past (as recently as your last guide even). I feel like I’m part of the target demographics. However, there isn’t a single one of the cards I mentioned that I would come close to disenchanting.

Legendary cards are a funny beast nowadays. I feel like with the rule that prevents you from getting copies, you need to be especially desperate and have an especially crappy card in order to want to disenchant it and risk getting it again. Epics are a completely different story, I would disenchant those much more readily.

It’s the “probably safe to disenchant” tab, overspark is probably a safe disenchant but is a tech vs taunt druid, mukkla could be used in some decks but is also probably safe to disenchant. You don’t have to dust them but you could if you wanted to and not miss anything too important.

I still dont agree with the post about sonya, yes she is hard to make great use of in many other decks than quest rogue, but has seen play in tempo rogue pathes pre nerf and i play her in my odd rogue deck, she is great for removal with southsea captain and charge pirates not to mention getting a 1 cost vilespine is pretty insane and she kinda makes edwin viable for minion based rogue decks. I can see why she is on the list but i think she is underated as a defensive tool because you have to make the deck really compact. I once cleared a whole paladin board with charge 1 1 s and onyxia with charge 2 2 killed llich king with my last returned to the hand vilespine, there arent many epics or rares that can effectievly replace her, heck i even think thalnos cant fit most decks (crafted for miracle rogue kinda made me drop some bigger minions and kinda sabotaged my minstrel) didnt disenchant him either and trust me ive dissed like 10 legendaries (jaina, edwin 2 times last time to get him golden, aluneth, umbra , runespear, malygos, skull of the manri,hagatha, tess, and a golden nat pagle whos now my leeroy). Im playing for half a year and i lost a lot of dust just to try some card synergyes, i would advise people to diss all the too greedy cards that are good when u read them but dont find a synergy easily, putricide is too fun also dont diss him, quest hunter can be pretty strong too with houndmaster shaw and the new 4 cost epic that gives poisonous.

You realize there’s some incentive in disenchanting legendaries other than just getting some extra dust right? Some people who can’t afford to buy packs NEED to disenchant off-meta legendaries just to craft the meta ones.

Overall this list is very accurate but i have to disagree with some of the possibly safe to disenchant options you listed
1. Tinkmaster- in the current meta this is seeing alot of play as a tech card against taunt druid that works well against cubelock in some cases as well and i dont see either of those decks going anywhere
2. Mukla- currently seeing alot of experimentation in odd paliden and odd rogue with success as a punishment to the slow meta
3. King Mosh- sees play in most odd warrior lists
All these cards see play currently in competitive decks so i wouldnt disenchant quite yet

You gota be really dumb to follow this guides recommendations beyond the classic set list.

There’s a ton of cards up there that still have future standard, wild, and tavern brawl potential.

Wild>Standard most of the time. Wild is generally just more fun and has more viable options.

If you want to stay stuck in standard forever sure whatever great but realize that is less than half this game’s content and your going to be at a huge disadvantage in wild. Usually when standard gets stale switching to wild is preferable. (That’s like 60% of the time by the way, including this moment right now because the current standard card pool is total trash)

So you’ll be at a disadvantage, 60% of the time, if you subscribe to this way of thinking.

Wild vs. Standard is subjective. You can win in Tavern Brawl with just about anything most of the time (most brawls are pre-made decks anyway).

In my experience, most people who end up dusting legendaries are F2p/Budget (or don’t want to hold onto Gruul hoping that the right meta is on the way!) and likely want to play mostly Standard. The majority of your comment boils down to Wild is better than Standard, when Wild is super niche in terms of player base.

I don’t know why this needs to be explained each time we update this post, if you don’t want to dust your legendaries… then don’t do it? This is for people who are on a low budget and want to craft a deck and/or don’t want to sit on a bad legendary hoping it will get better in a year (or two… or three… or four in the case of King Krush).

Yeah, nothing in the “safe to dust” list is great … there are a couple of edge-case uses if you enjoy Quest Druid maybe.

I wouldn’t necessarily dust Tyrantus; instead of going down the Malygos route you can go with giant monsters, e.g. Tyrantus hi-jinx with Ixlid, Faceless Manipulator and/or Bone Mare … unfortunately the Faceless Manipulator “nerf” makes that whole niche archetype even less viable (and it was touch-and-go to start with). It’s better in Wild with Menagerie Warden.

King Mukla works in Quest Druid as well as it’s a 5/5 you can pull with Oaken Summons to avoid the battlecry. Though, against Even Warlock it’s worth keeping in-hand if you’ve drawn Naturalize to punish the early Giant drop by overloading their hand and burning cards.

These are pretty niche cases though – if you happen to have packed Jungle Giants, Tyrantus and King Mukla it might be worth keeping all three but don’t go out of your way to craft them.

I wouldn’t recommend disenchanting Jaraxxus because once Guldan rotates out, he will again be the best late game tool to Warlock. Of course if you want dust fast then it’s fine because it isn’t still some time before the rotation

Players that need to dust legendaries for extra mana can hardly afford to wait an entire year with a card like that in their collection, unless they are going all in on warlock only. Unlike many others that can prove useful in the future (e.g. The Glass Knight, Dollmaster, Sonya), Jaraxxus has zero chance of being played over Bloodreaver Guldan, no matter what the next expansions bring. It’s a very safe dust.

Last time Jaraxxus has seen play was in Reno Warlock, so back in Gadgetzan. Once Reno has rotated out (2 expansions before Gul’dan was introduced), Jaraxxus has seen exactly zero serious play, because it was just too risky. Of course, I’m not saying that he won’t see any play ever again, that’s why he’s in the second category, not the first one. For the longest time, King Krush was in that category too – and now we see it as a part of the strong meta deck. Everything can change. But in case of Jaraxxus, he won’t be played AT LEAST for as long as Bloodreaver Gul’dan is in the meta, and probably even longer.

And that’s exactly the point of this list. It’s for people who need extra Dust now, not for those who are aiming at the long-term full collection. For player on a tight budget, especially one who doesn’t even play Warlock, 400 Dust is MUCH better than a card that might or might not see play a year or two from now.

here lets change the game in 1 second completely…….tomorrow we have 60 health mode. I just changed the game completely without changing a single card. this game needs to be changed frankly its quite stale and dull. lets see if the super geniuses figure it out.

I always get a kick out of articles like these. the game is a card collecting game and why on earth would you disenchant any card much less legendary cards? they instituted wild mode for a reason. you get nothing for being legend except a cardback the first time. 99 percent of players will never even get the cardback for the simple fact they wont devote enouugh time to play. Ive played since closed beta. I have every card in the game and every legendary that was good or ever seen play gold last count was 120+. I have 80 percent all golden cards. Have i spent money yes…..who cares. I dont disenchant any golden crad unless its a dupe and i just got 5 dupes out of the free golden dust pack they handed out today. The sheer fact that the game is CCG and every changing means that golden king krush i have is dropping plenty now that a viable build to cheat him out works in the current state of the game. my recruit hunter is solid gold as are pretty much every competitive deck there is and many that i waste peoples time with. disenchanting legendaries i think is pretty mindless at any level. there is no “safe” legendary to get rid of. The whole point of a ccg is to get all the cards so you can play whatever you want. dusting cards to make decks that are worthless 2 months later is pointless.

As you said, 99% of the players won’t devote the time to get to legendary. They also won’t acquire anything close to your super gold collection. Hence, focusing on a few decks each season is the best way to have some fun for those 99% of the HS community. And people need dust for that.

Did you skip the entire introduction and go straight for the list? Because it certainly seems so.

It’s explained that no card is ever 100% safe to disenchant. It’s cool that you can spend a lot of money on the game and have a nearly full collection, but the majority of players don’t. Most of the players are starving for Dust and they would prefer to have a FUN, playable Legendary they can enjoy right now than something they might or might not need in the future. Heck, most of them don’t even know if they will be playing the game a year from now.

Believe it or not, but the game is NOT only about collecting cards. On the contrary, the most enjoyable aspect for majority of the players is well, PLAYING it. And if you don’t have a playable collection, that Gruul or Runespear is not going to give you much fun.

I like the artwork and the emotes are funny.. My 8 year-old likes the fact he can play with all the cards in the game. There is no point, for me at least, in even playing the game past the cardback and rank 5 rewards. You only have to get to rank 1 for infinite rank 5 rewards. That’s doable playing casually. I can see your point in not playing the game a year from now. I wouldn’t even play the game if I wasn’t invited to the closed beta. Playing a card game without the cards is pretty stupid imo. When the designers finally decide to make modes with new rules or new restrictions with new rewards will the game even be fun. This game has not changed since beta its still the same. Where are my gold gambling modes? where is tournament mode? where are max dust and min dust cost deck mode? where are the rewards and swag for people who actually pay and support the game? Believe me if this stuff doesn’s start coming I won’t play the game anymore. I’ve been around too long to throw it away but its coming to that point. I just look at games like this in a different way.

Witchwood: I’d take out Glinda, Dorian and Glass Knight from the list. I would add instead Prince Liam (safe), Chameleos (safe) and Tess Greymane (probably safe). Prince Liam has a similar taste to Prince Malchezaar, it probably is a bit better, but not much. Chameleos is better than Shifter Zerus and Mind Vision, but it still doesn’t cut it: it’s RNG to get a good card from your opponent’s hand, the info it gives you is not that useful in Constructed (Arena would be something else), and is many times a dead card in hand (like when it copies The Coin…). Tess is super fun to play, but thief decks are memes, it’s highly unlikely those decks will be competitive when random cards from the opponent’s class are so inconsistent.

This article shows, that you need to update your post and also that it is close to impossible to predict if legendaries will become meta later and thus it is not safe to dust most of them, at least not as many as this guide suggests – you get 400 dust for legendary, but guess what you need to pay 1600 to craft one, so the ratio is totally not worth it, especially considering lots of legendaries considered to be totally safe to dust are now in topdecks in the meta:

King Krush (crucial right now in deathrattle hunter)
Grumble, Worldshaker (crucial in shudderwock shaman)
Hemet (also in top shaman and druid decks right now)
King Togwaggle (crucial in swap druid)
Sindragosa (control mage)
Hadronox (taunt druid)
Archbishop Benedictus (in some priest control decks)
Rotface (control warriors)
Millhouse (was played in paladin with call to arms)

All these are considered safe or semi safe to disenchant. Now if you disenchanted all these cards and want to play in the current Meta you have been scamazed.

Never dust normal legendaries. You are pulling 1600 dust worth of a card and you lose your investment by dusting it at 25% of the value. Even if its not in the current meta, you will save 1600 dust if it comes up later in a meta deck.

If the golden ones you pull are not in the meta and not worth it to you as a player, dust it for something you want. A golden’s 3200 pull value is only worth it if you like the aesthetic (since that is all golden cards are).

Arguments against it:
1. Ysera is a good Legendary, that you can use in a lot of control-decks as top-end
2. it’s Classic, it will forever be playable, unless Blizz decides to shove it into the Hall of Fame, at which point you would get whopping 3200 dust

Arguments for it:
1. it’s golden, so you could immediately pick a Legendary of choice

so that’s about it. Do you value golden cards? Do you have a Legendary on your wishlist and need the dust? Do you like to play heavy control?

Don’t dust it. Ysera is one of the better legendaries in classic. It also is a dragon so is always interesting to play in control dragon decks. If you dust it and need it later you will have to pay 1600 for it and it is not golden…

can’t be so hard to edit a few lines in an article dude. come on, you make noobs dust their good legendaries, this site is supposed to be helping players not hurt them. just delete the legendaries that are in the current meta and be more careful in predicting if legendaries will eventually see play. if you dust a legendary u just get 400 dust, and if you have to recraft it you will pay 1600, so you made a bunch of guys lose 1200 dust or more with this post… if you keep it up it is even worse.

You could make a Recruit Warrior with the last three you listed, Hadronox is in a Cube Taunt Druid which is tier 2, Sonya is great in Quest Rogue, Grumble can be used in Shudderwock Shaman, and Tirion is just a solid card. Otherwise everything else you can disenchant.

Honestly, since you are a “scrub” and is looking to disenchant stuff, I would assume that you do not have a lot of spare dust, so I would dust it if I were you
The druid weapon is used in fringe tier 4-5 decks and those decks intend to ramp towards expensive stuff (most of which are legendaries like Ysharrg (pretty sure I spelled it wrong)
Also, Medivh is rotating out

Skull of Man’ari is a staple in Cubelock, a top tier deck, and sees more play than Aluneth right now. Val’anyr is included in some play in Aggro Paladin list, though its efficacy is a bit in question. Kingsbane is seeing some fringe play in less competitive decks. Even Rhok’delar has a positive win rate associated with it.

Sure, the weapons aren’t quite on par with the Hero Cards we saw in Knights of the Frozen Throne, but they’re a bit better than you’re giving credit for. Either way, we tend to be more conservative with the cards we consider safe to disenchant this soon after a release. More weapons are likely to make the list, but this early, things are still a bit too in flux to say with certainty that they’re safe to DE.

I wouldnt disenchant lord jaraxxus, he was a very important part of control warlock before bloodreaver guldan was released and will most likely be important again once the deathknights rotate out.
Sindragosa on the other hand has not seen play yet and I doubt it will see play.

In the current meta, none of these cards are used but they were played sometimes and could be played again in the future.
Al´Akir was in some midrange shaman decks but never was a definite pick (unlike tirion for paladin for example). Since this card doesnt rotate out I would definitely keep it.
Sherazin saw play in a few rogue lists and is probably the most likely card of those 3 to see play in the next expansion.
Fire Plume was just part of a single deck that saw play for a short time but there are plenty of different control warrior lists without it. I would say this is the best card to disenchant of those 3.
However this is just my opinion, best would be to keep all of them as long as you dont need dust right now.

thank you for your reply,i agree whit all you said,Al’Akir is like Harrison,BK,Caerne,Thalnos,they’r here since i got them,altho i disechant cenarius because i wasn’t playing at all whit the card,i have more cards i’m doubt but i didn’t want make too long my question :S but i appreciate your time to reply me.

It’s tough to say for sure this early, but Dragon Soul doesn’t appear to be very strong at the moment. If you’re not terribly interested in playing Priest and/or don’t care about golden cards, it may be worth turning it into a Legendary you can get more use out of.

I just opened a Woecleaver, and I thought easy dust, but then I looked on this site and found out he’s used in some decks and not even a ‘probably safe’ dust. Even though I don’t have any of the cards this one works out with should I still keep it, or dust it to craft something like Sunkeeper Tarim?

should I disenchant my golden Aluneth? You put it as a safe to craft card but I might want something like tirion instead, which is in every paladin deck and doesn’t require a build around. I do like the secret mage deck though, even though I don’t play it well.

They are both currently safe to craft but i would say tirion is “safer” since he fits into more decks than aluneth does and he doesnt rotate out. If you dont need dust immediately i would recommend keeping aluneth for now and disenchant it after it rotates out.

I think Lakkari sacrifice doesn’t deserve to be on this list, as it is starting to see a lot of play with cataclysm. none of the discard synergies are included though except for lanathel and malchezaars imp

Personally, I’m always rooting for Quest Warlock to be viable. That said, decks that include Lakkari Sacrifice currently have a 36.7% win rate. As much as I’m rooting for the archetype, Lakkari Sacrifice does belong here.

Personally, I held off on disenchanting lorwalker cho. Millhouse i’ll keep to run with counterspell. ( may be too tempting for the opponent to not to play dragon fire / firelands etc etc. ) Excellent guide all together, Many thanks! I’ll check back soon for the kobold update. 😀

I wouldn’t dust King Crush… with the new recruit mechanic, there’s no reason to dust him now. Even Pavel played with it during a tournament recently and he was actually winning with it. If the world champion plays with it, you probably don’t want to dust it.

I strongly advise against around 40% of this guide, I would not disenchant quite a few cards listed here.

There is a ton of synergy in future decks (mostly in wild) your going to be missing if you listen to this sort of cancerous logic. In the end you will have a less complete card collection and always be behind the curve.

Some cards look too awkward to be useful at the moment but in a year when it gets combined with something else can become a good combo.

For one the Old Gods list completely missed the fact that there is a very viable wild deathrattle hunter right now.

The ungoru list missed the fact that discard warlock is still t2-t3 material and is loaded with future synergy potential.

The quests still have future potential. It mocks galvedon yet I’ve seen it turn into a ungodly behemoth nigh un-removable.

This article was written to mill card value dust through the chomper and increase Blizzards profit. Most likely some behind the scenes revenue happening.

Old Gods: This is for Standard, and is not for Wild which is mentioned in the article. This point is literally right after the introduction.

Un’Goro: No Discard Warlock runs Lakkari Sacrifice or Clutchmother Zavas. Discard Warlock has been tried for a long time, and only a faster Zoo version that didn’t go all in with discard worked at any point. Lakkari Sacrifice is played in .2% of decks with a 40.1% winrate, while Clutchmother is in .3% of decks with a 46.6% winrate according to HSReplay.

Galvadon: Galvadon will very rarely get you a win, but most of the time it’s just a big body that can get instantly removed.

Quests: All cards have “future potential” it doesn’t mean you should keep them all. We have this disclaimer in the article: “Finally, it’s worth restating that no one can accurately predict the long-term viability of Legendary cards. In the past, we’ve seen Legendary cards go from unplayable to meta-breakers with just a little more support. This guide uses the information we have available to us now to make educated recommendations for disenchanting cards. In the end, however, it’s the responsibility of the player to decide to dust or keep any of the cards listed.”

And the final point is just flat out ridiculous, we don’t get any “behind the scenes” revenue from Blizzard.

Bolvar Fordragon rotated out of Standard with GvG. Wild-exclusive Legendaries weren’t considered for this particular list.

If you meant Bolvar Fireblood (from the new set), he is certainly a borderline card. At the time of writing this article, Bolvar was seeing some play but that was likely due to new expansion excitement. While a little better than the first iteration, new Bolvar is still a little slow. He’s played in very few decks at the moment and doesn’t seem to have a great impact on win rate when he is.

That said, he’s a card that could get support in the future which, paired with the recency of KoFT and the pack changes, may make him worth holding onto for a little longer.

I pulled Gruul about 2 years ago. I was hesitant to de him, but then I decided to because no decks were running him. No regrets whatsoever. As for Moroes, his ok in quest rogue, but he’s utterly useless in virtually every other deck. Not to mention quest rogue is utter shit in this meta, plus all Moroes does in that deck is make you win more while you’re ahead, because you will be ahead once you pull of your quest.

But the idea that quest rogue can become good in the future means you should holds onto him in case and not have to lose 1200 dust. Also, he is actually good in token druid, but no one thinks about using him. He should be kept until he goes to wild just in case a deck can utilize him.

Oyabba

November 28, 2017 at 8:39 am

I like Morose in a Rogue quest. Its just hard to be patient and get him out at a good time. If you can then it really works. Other then that I havent found any use for him.

The Caverns Below is rising due to slower meta in Standard. Twink just got #4 Legend with Quest Rogue.
Mukla Tyrant can see play in Kazakus Priest, it has good synergy with DK Anduin HP.
Otherwise, I think it best to keep all the legendary in Standard until they are rotated to Hall of Fame and Wild.

You’re right about Caverns Below, it’s possible it sees play now and in the future (we’ve moved it to probably safe). I disagree with you on Mukla, even if it was played in the deck it would be a fringe inclusion that could easily be replaced.

I also disagree with keeping all Standard Legendaries. Cards like Shifter Zerus and Nat, the Darkfisher that aren’t build arounds and are largely unimportant even if they are included in a deck are fine to disenchant. Not everyone can afford to hold onto cards that have a small likelihood of seeing a bit of play.

We don’t work for Blizzard, we literally address the duplicate Legendary thing in the first few paragraphs of the post. If you never open another pack of Whispers of the Old Gods should you really hold onto Shifter Zerus? This post is for people on a tight budget who need the dust, if you have plenty of dust/money for packs then you can be more cautious with your Legendaries.

Considering the recent pack change I would wait with disenchanting the KFT legendaries since most of the people keep buying those packs for gold. But you can safely disenchant useless legendaries from expansions you no longer buy packs from. Especially from year of the Kraken.

Evident, actually i think sometimes its better not to disenchant legendaries now, because the current patch prevent us from getting dupli legendaries. If we have more bad legendaries, there is no chance to get their dupli, however if we disenchant them, next time we might get back the same legendary. This is just my thought 🙂

Personally, I think the impact of the pack changes is worth considering, but exaggerated. Yes, if you’re opening a lot of packs within a set or planning to in the near future, you don’t want to dust Legendaries in that set just yet.

Most players, however, don’t open enough packs to warrant holding on to cards that warrant holding on to a card forever. The probably of a Legendary being opened is 1/20 packs. This makes probably of opening a Legendary that you disenchanted quite low in most cases. Even if you have more than half of the Legendaries, the probability that you’ll open a given Legendary (including one you just disenchanted) is very low (~1/200 packs).

Yes, this is a nonzero chance, but it’s still very unlikely to happen and the immediate 400 dust can get you closer to a card that’s actually useful.

The problem with Hemet and Benedictus is when they’re not together and have the heavy support they need, I’ve been laddering with a Hemet Priest with a Lyra Control Opening, Hemeting to activate kazakus/raza and preping shadowreaper/elise trailblazer, stealing deck, and using kazakus and shadowreaper to ensure smooth transition. The problem is the 12k dust value part. Otherwise, they are powerful if not greater than a normal kazakus priest with the flexibility of being able to duplicate things like spirit lash and radiant elemental. I’ll be posting a link to the decklist soon

Yeah, I started seeing the Hemet/Benedictus combo pop up after the content was finalized. The concept is certainly interesting and has potential, but I’m not yet convinced it will see much play beyond some fringe lists. I’m willing to be proven wrong though, because it is such a cool idea.

All that said, this kind of situation is exactly why we recommend being a little more cautious with the current year’s set. The meta is dynamic, especially shortly after a release. We’ll continue to monitor play rates and win rates for all cards on the list and update the guide accordingly.

While it can easily be replaced with little loss by Naga Corsair, Pirate Warrior currently runs Captain Greenskin (it replaced the second Naga Corsair) in many, if not most, builds (the +1 durability to Arcanite Reaper can be deadly). Also, many Secret Mages tend to run Pyros (and there is no real replacement) and most high-level Token Druid players tend to use Genzo the Shark (especially in tournaments apparently). Besides that, this list is spot on! However, these cards are already marked as “probably safe” not “safe” so for the most part the list is fine as is.

I dont think sally and voraxx is a total safe do disenchnt because, since gadgetzan they are trying to make palladin a buff class and like they did with dragon priest and taunt warrior where they make extremly op cards just to make those archetypes work I think they are going to do the same with paladin so I would say they probably safe but not too safe.

The problem with Paladin Buff is you nearly always lose card advantage. If I enhance a minion and it dies to a single card then I lose advantage. I have to take two cards with me to break even. Voraxx and Sally have potential, but they are always one piece of a combo package that may not show up, and if you are top-decking and draw one piece without the other (Sally but no buff, or a buff without a target) then you are hosed (technical term). Even with the murloc that rebates the buffs we aren’t seeing a rise in Paladin Buff validity.

BTW: Some combos do work (obviously) primarily because the cards are valid and cost effective by themselves. Equality+Wild Pyromancer is a good example: Both are reasonably priced (2 mana) and can be played alone or with other cards to gain immediate value. I can’t really see that in Sally (a 1/1 for 3) or Voraxx (a 3/3 for 4). You have to protect them (a third card) to ensure some validity. I could be wrong, but if I needed dust enough that I was disenchanting legendaries then they would both be on my list of prime candidates.

You are right, Im just saing that “What if they made a card like: 2 mana 1/1 all your buffs cost 3 less for the rest of the game” It would be insane of a card but is still possible to exist in the future. Because they are definately going to shove down on paladins throat cards to make this boring idea work

Yeah, OK. You are right that Blizzard seems committed to making this work as the primary focus of Paladin decks. They’ve been promoting it for a long time, but it just hasn’t worked as a dedicated strategy. I think The Mistcaller would have made a much better Paladin card for this very reason, although the Goons cards still weren’t strong enough to make the strategy work, and those were one-to-many buffs. Dunno if I’d keep poor legendaries on the off chance they make this strategy viable in the future, but then, I try not to dust legendaries (garbage or no) unless I really need the dust in any case.

I feel bad for crafting Don Han’Cho at the beginning of the Gadgetzan expansion. I played him a few times in a Buff Paladin deck, but of course it never worked out. I won’t disenchant him because I crafted him. Maybe the future or Wild holds something good for him. Those are the breaks.

I haven’t really seen Yogg much since the nerf (which is when I dusted him as he was worth full value then). He does pop up from time to time, so I don’t think if I still had him that I’d dust him just yet.

Captain Greenskin is not safe. I dunno what pirate lists you’re looking at but I’ve seen it in a bunch of lists in my time on ladder. It’s not staple, but it’s still not “safe” to me. Most recently I saw him in lists that cut the two mortal strikes, like on DisguisedToast’s website and ViciousSyndicate (although I just checked and VS has a different list now).

Additionally, Switch Pyros and Ozruk.

Ozruk is absolutely never ever going to see competitive play because it’s not impactful in every matchup and the matchups where it is, you usually are dead before you can drop it if you even needed it. It dies to single, small-mana cost removals. Worst legendary since Boogeymonster. Whereas, I’ve seen pyros in quite a few lists, even if it’s just experimentally (strifecro and firebat have both tried it out, in recent memory). It can trigger elemental synergies pretty well and does work in slower metas as a decent curve filler. It will also likely see play if highlander elemental mage is a thing at some point. So while probably safe, it’s not COMPLETELY safe, like Ozruk is.

Agreed. Greenskin is definitely not safe. I use it myself and it’s won me quite a few games.

“But generally it’s too slow – 5 mana 5/4 are very weak stats for an aggressive minion (Pirate decks are inherently aggressive) ”
If a 4 mana 5/4 is good enough, a 5 mana 5/4 which can add instant 6 extra damage to your AR is good enough too.
The 5/4 body, much like with the Naga, is simply just an extra hurdle for your opponent to remove.

“you don’t always happen to have a good weapon to buff. ”
If you don’t have a weapon to buff equipped, chances are you will lose that game anyway.
Getting a huge weapon and hitting your opponent in the face a couple of times is how Pirate Warrior often wins games. And Greenskin can help with that immensly.

“Compare it to let’s say Warrior’s Bloodsail Cultist and you’ll understand why it’s pretty bad. ”
You don’t always happen to have a pirate on the board to activate the effect. Greenskin will always work.

“Even the Common Naga Corsair outclasses it.”
I think you underestimate how much damage adding 1 more durability to your weapon can do.
Greenskin is like a Naga + Upgrade in one card.

Love the Greenskin, wouldn’t remove it from my deck list – much less disenchant.
–

Agreed with the Pyros as well.
Tried it out in my Elemental Mage and it works fairly well.

“The card is incredibly slow. While yes, it’s a lot of value packed into a single card”
You mostly play it to activate your elemental synergies. I’d say 3 out of 4 games where I get to play Pyros and get a 6/6 back in my hand, I never even play it back cause there’s simply no need (much less the 10/10). But sometimes it does come in handy in those slower value based games.

“you can’t play it against Priest of because of Potion of Madness or Cabal Shadow Priest, Shaman can just Hex it and you won’t get the triple value, any Silence destroys it…”
I mean, if my Pyros eats a Hex or a Poly – and that did in fact happen a few times – all I can really do I laugh.
If my opponent needs to use a Hex/Poly on a 2 mana 2/2 – now that’s some value right there! I’m really happy if that happens.
Cabal Shadow Priest isn’t played right now and even if it were, I’d be more annoyed if he stole my Mana Wyrm than a Pyros.
Silence? It’s only played in meme decks and there’s a 75% chance I wouldn’t even play the 6/6 anyway.
Potion of Madness would sting a little bit, but it’s really not a big deal. And who the hell even plays Priest these days anyway?

I’m not really sure how helpful Pyros exactly is in my Ele Mage, but it doesn seem like he’s doing his job.
Definitely wouldn’t disenchant.

I run Greenskin too, the +1 durability can win you the game sometimes. And it’s not like pirate warrior is tight on mana in the mid and late game (since you don’t have enough cards in your hand most of the time). I’d definitely keep it.

Non-Golden I’d keep, but Golden I’d probably disenchant if you don’t care about shiny cards. The card sees no play right now and while there is a slight chance that it might pick up (that’s why I didn’t put it on the safe to disenchant list yet), it’s only a chance. And if you get rid of it, you can craft any Legendary you want.

So it’s basically a shiny card + a slight chance that you will play it in the future or non-shiny card and a guarantee that you can play it now.

Besides that Cho has some particular tech merit in some of the tavern brawls; see Kripparian trying to hit 2 billion damage in the stormwind challenge. Cho can ‘actually’ have some lasting value outside of competitive play in this context in getting a brawl pack every now and then.

Likewise, nat the darkfisher fits very specifically into fatigue decks which may (hopefully) legitimately find a place in the meta again if Blizard stops designing rediculous cards like:

I can put random Wisp into my otherwise good deck and it will still work. You can make nearly every card work somehow. It doesn’t make Cho a good card. It’s never used in any real competitive decks and one player using it on rank 1 doesn’t change that. He didn’t even hit Legend with it, which is like the complete basic thing you need to do before calling a deck competitive. That’s Hobbs’ gimmick and he will put Cho into every deck he plays, because he’s known for that and he likes challenge, not because it’s a good card.

Cho doesn’t give you the Brawl pack. You can win any Brawl without Cho.

Like I’ve said, in the article, Cho is a fun card. And if you like to keep a fun cards you want to play around with, by all means, keep it. But this list is about competitive play, about cards that see at least semi-common play at the highest level. And Cho never makes a cut in competitive lists.

Nat the Darkfisher will never find its place in the meta, because it’s not good in the fatigue decks. Read my explanation. It’s still a 2 mana 2/4 that might not do anything. It’s only 50/50 to draw a card. No Mill or Fatigue deck has ever used the card, even though such decks existed around Whispers of the Old Gods, most notably Mill Rogue. The card is just bad in every deck, because +1 health is not enough to justify a huge negative effect like that in normal decks and it’s pretty clunky and inconsistent in mill decks.

It might be the case. To be fair, if you play Wild, you shouldn’t disenchant anything outside of the obviously trash cards like Boogeymonster. For example, cards from WoG have only 2 more expansions to get some support in Standard. On the other hand, once they rotate into the WIld, they have many more YEARS to get some supporting cards, so even the seemingly bad cards can get good after a while.

Herald Volazj was actually used by Savjz few days ago in deathrattle priest and was quite succesful (like top 100 legend kind of success). But to be fair the card itself wasn’t necessary at all.

I also don’t agree with Captain Greenskin. I think he is just a much better Naga Corsair (which is played in pirate warrior). Why would u play two naga corsairs when u can replace one of them with greenskin? 4 or 5 mana doesn’t really matter since you are in topdeck state at that time and u most likely won’t play naga at turn 4 anyway.

I think it’s pretty hard, almost impossible, to say that some card is “safe to dust.” There are a lot of cards played nowadays that were complete trash just a few months ago. For example hungry crab, purify, etc.

Captain Greenskin is worse than Naga Corsair. You’re forgetting that a lot of the time those cards aren’t played for the effect, but rather for the body. You often end up dropping Naga Corsair as a 5/4 with no weapon equipped and that’s a correct play.

There is a significant difference between 4 and 5 mana. You can’t just say that it doesn’t matter. 5 mana is much more clunky than 4 in a deck that wants to close up the games by turn 6-7. One of the most basic scenarios – you’re at 6 mana and you have a 2 mana card + either Naga Corsair or Greenskin in your hand. It’s quite obvious that you’d prefer Corsair. And it’s not like it’s a rare scenario, you quite often end up with something like that. Then, there is a lower chance that you’d still have a weapon up on turn 5. By that time you’ve most likely already used your Rusty Hook/Fiery War Axe and you’re looking for the Arcanite Reaper. Sometimes you get like 2 or 3 Upgrade effects and you end up with your small weapon still active on turn 5, and then Greenskin is better, but that’s a rare scenario and you’re probably winning already.

Some lists run Greenskin as said above. List at tempostorm ran Greenskin for quite a while, actually.

Your explanation makes sense. I don’t really play pirate warrior too much to notice that difference maybe. In my head the Greenskin is just much bigger value than Naga. I realize you don’t play value game as a pirate warrior but sometimes that value means extra arcanite reaper hit which is a lot of damage. I’m just sayin’ the +1 damage from Naga rarely even matters but +1 durability sometimes matters a lot.

In your scenario what is that 2 mana card? Because you only run three of them – heroic strike, fiery war axe and the raider. Only one of them is better in that situation than Greenskin in my opinion. Especially if you have arcanite reaper equiped. You on the other hand play slightly more 1 cost cards so you are more likely to wind up in situation when u have Naga and 1 mana cost card anyway.

I definitely agree it’s kinda situational, maybe the 4 mana cost Naga is more consistent. I just don’t think it’s so simple to say Greenskin is totaly useless and safe to dust.

That’s why it’s under “probably safe”. Probably safe are cards that might see some fringe play, but they’re by no means staple or necessary to build a viable meta deck. Greenskin CAN be played in a Pirate list, but it’s not needed at all and – at best – on the level of a common card (each of them can be situationally better). If it was necessary, you’d see it a lot on the high ranked ladder and in tournaments. And I haven’t seen him in a long, long while. But there is a possibility that it might be played, that’s why I didn’t put it under “safe”.

Greenskin is good in budget, I took my friends to a tournament and the noob friend ran a paladin deck that i built for him, a dk midrange handbuff paladin. The only epics and legendaries were uther of the ebon blade, greenskin, and southsea captain. He won against non jade druid control, even quest mage and kazakus priests. If you’re a younger player, its clearly great

I disagree in a couple of cards. Jungle giant is really funny. I complete all the time the quest around turn 6 playing celestial dreamer with elder longneck or shelshifter and then you can combo barnabus with nourish for example and play big guys such as tyrantus or alextraza, between different combinations, moroes can see some play this season with the rogue quest. The rest of the cards are almost useless

Jungle Giants might be funny, but it’s not competitive. The non-Quest Ramp Druid performs better overall. And sorry, but I can’t really see how you can finish the Quest on turn 6 consistently. You’d need a literally perfect curve to do that + your opponent would need to not do anything so you don’t have to answer his stuff with Wrath, Swipe etc. I’m not saying that it’s not possible, but it simply can’t happen “all the time”.

Moroes is bad in Quest Rogue. Only the first list, Dog’s one, used it and it was one of the cards that was cut first. Sure, it’s good after you finish the Quest, but it’s useless before you do that. Right now Quest Rogue runs only cards that are useful both to finish the Quest and after you complete it to increase the consistency.

True, but not everyone plays the game strictly to claw their way up the ladder as quickly as possible. Un’Goro made possible a few decks that are (1) super fun to play and which (2) have a perfectly respectable win rate in Casual and the lower Ranked tiers. “Jungle Giants” fits the bill, and I’m grateful for it. Unlike the other “non-competitive” quests, it doesn’t require you to build an inherently bad or imbalanced deck (e.g., “Kaleidosaur”). And its ability to bounce back from dire situations is often surprising (for me and my opponent alike). At an rate, I’m glad I didn’t dust it, and I’d invite others not to either.

BTW: The original poster exaggerated only slightly: it’s pretty routine to finish the quest by turn 7 or 8, thanks especially to Menagerie Warden, which gives you two-for-one value.

I agree, but he did state at the top, “the list was created having the competitive gaming in mind – some of those Legendaries are perectly fine if you’re a new player with small collection or you’re playing off-meta decks for fun”. I think your use falls squarely in the “fun” category. I keep many of my legendaries for the same reason (I play Cho in a Paladin Murloc that runs almost zero spells; it isn’t competitive but it is entertaining) and I’m happy to find uses for some in the Wild.

I still don’t get your point. If you’re having fun with Jungle Giants, don’t disenchant it. This list wouldn’t make any sense if this was about “fun”, because that’s a subjective matter. You might like to play around with a wonky fatigue deck using Nat the Darkfisher, but it doesn’t change the fact that this Legendary sucks.

The list was created for people who want a competitive collection. And Jungle Giants is not a competitive card, there is no viable (in higher ranks) list that plays it.

If you, or anyone else, has fun when playing around with suboptimal cards, that’s great. But I’m not ordering anyone to disenchant their cards. Everyone has free will and mind of their own – if they feel like they want to play around with X or Y, they just won’t get rid of it (or at least play around with it first). But most of the people I know play viable meta decks in order to win as much games as possible, and players like that are the target of this article.

Gosh, Stonekeep. I’m sorry if you took my comments as a sign of ingratitude for the obvious time/effort you put into these lists. But nothing in my post warrants this kind of overheated response. I *agreed* with you about a card’s non-competitive standing and then politely noted that, among such cards, some are better than others and might warrant a second thought. Not a word I wrote implies that you were “ordering anyone to disenchant their cards” or meant to deny the “free will” of your readers. (Seriously?) Nor did I disparage your list or its purpose. Indeed, I think you perform a great service for the Hearthstone community, and I’ve said as much in the past. But I don’t see how it helps the site—or your cause—to lash out defensively at users who respectfully invite readers to look at things from a different angle.

hazarthades

May 3, 2017 at 5:22 am

I disenchant my edvin vancleef when i got it from a starter pack. I also disenchanted ayaa because i don’t like her. im such an idiot.

One person had made it “playable” in a deck built specifically around her and in the end he didn’t even have very impressive results with it. You can have the same or even better results with a generic Control Shaman.

Without a huge sample size it’s hard to tell, but I don’t see anyone more really picking the deck on the ladder. It might be the case of “some crazy deck getting to Legend and then no one playing it again”, it happens very often. The combination of picking a good moment to play the deck (in the right meta) and the surprise factor, you can get a bad deck with bad cards to high ranks. I’ve seen Reno Hunters in top 100 Legend before even though the deck is technically very weak. I can bet that the Goya version isn’t even the best Control Shaman list.

Goya was seriously incredible in Control Shaman (and only Control Shaman) before the last set rotation. Since the deck’s minion curve started at 5 mana and lacked any battlecry effects (excluding Barnes), she’d almost always generate a huge tempo swing that on average was a 4/3 + 7/8 taunt for 6 mana.

Sadly the deck lost Healing Wave and ED (Volcano is fantastic but ED+Hallazeal generally worked out to be “Reno + Board clear for two more mana”). Without those four cards, you have to add battlecries for your healing and suddenly it makes way more sense to ditch Goya and shore up the early game.

About Hallazeal: Because I don’t judge the cards ONLY based on the current meta. Hallazeal is a strong card in theory and it can still see more play until it rotates out. When we’re at the last expansion of 2017, so the last meta before 2018 rotation, and it doesn’t see play, I will just put it on the list.

But why do you think that Hallazeal + Storm isn’t relevant against anything besides Shaman? There are many other matchups which can have multiple minions on the board and you might need healing. Basically most of the Midrange decks – Midrange Paladin (especially the Murloc variant), Midrange Hunter, even against something like Miracle Rogue the AoE + healing might come handy. Hallazeal isn’t as strong without Elemental Destruction, obviously, but the combo with Storm is still relevant.

The card has seen occasional play, it’s really strong in Ramp Druid and decks that combo it with Barnes. However, the current meta is way too fast for it to see play. I’d probably wait for the next expansion before disenchanting it, because the meta might shift quite significantly.

What about them? They’re all pretty strong, so if you plan to plan Wild in the future, you shouldn’t disenchant them. But since they won’t be playable in Standard, if that’s the only mode you’re ever going to play, go ahead and get rid of them.

Is it safe to disenchant Baron Geddon? I opened a golden one which i have been holding on to but the card never seem to be used in any existing deck, it was only a tech card during the Midrange Shamanstone days, it’s also too slow against decks where it can clear the board with its AoE, thinking of disenchanting it to craft either Raza or Fandral.

Baron Geddon itself is most likely not a safe disenchant. However, since it’s a Golden version, if you don’t care about the shiny cards it’s basically a Legendary of your choice and there are definitely better Legends than Geddon (which was only common in CW).

If you’re missing some key Legends and – like I’ve mentioned – you don’t care about golden cards, I’d probably go for it and dust him.

Thanks for the reply, will likely keep him for now, I am only missing a few key class legendaries given the amount of money I have spent in the game (Wallet Warrior within 1 month of playing anyone?), so now it pretty much boils down to what I want to play next, it’s pretty frustrating because I am 1 Legendary away from making about 3 to 4 decks work, I lack Edwin for Rogue, lack Fandral for Druid, and lack Raza for Reno Priest, worse thing is I can only pick 1 to trade with Golden Baron Geddon.

FYI, noggenfogger won’t cause an ogre effect, the targets can be ANYONE. While I agree it is a terrible card, I actually made a Mage kill himself once with it, I was on 6 and he was at around 15, it was hilarious. I can’t remember how I got him, it must have been a tavern brawl because I’d never put this in a list lol.

I know how Noggenfogger works. I’ve meant that it causes Ogre effect when he’s the only minion on the board FOR THE MINIONS.

His effect means everything has completely random targets, however, you can only target the valid targets. So for example, your minions can only attack his minions or his face. They can’t attack your own face or your other minions.

If Mage would try to Fireball it, now it can target anything, because you can Fireball your own face or minions too. However, if Druid played Swipe, it would only roll between opponent’s minions and face, because it can’t hit own minions.

That’s the point. If it would be 100% random, the card would be better. Right now, if you play it into a big board, it’s basically an Ogre effect. No one would be so stupid to try to Fireball it when the chance that he hits his own board are way, way higher. If Mage really wants to kill it, he should Flamestrike instead, guaranteeing a kill.

Noggenfogger doesn’t work. It will sure win you one or two games but it’s simply inconsistent. I had him on arena once and sadly it used himself as a target major times(when opponent was attacking). I also do not agree with all cards that are set to safe dust here. However about 80% are fine dusting.

I would like if someone explained to me , why hunter never get a good legendary? i love the class but I never understood why hunter is the only class that never get not even a single good legendary all of then are useless for the class , it is just because hunter was op on the beta and the developers dont want him to get back again the way he was or is someting else? If someone knows can you explain it to me please?

You’d have to ask Blizzard, not us. I think that Hunter Legendaries weren’t really bad – besides the Acidmaw, each of the Hunter Legends was almost playable. Cards like Gahz’rilla, Dreadscale or Princess Huhuran were just under the line of “good enough to put into the deck”. If they were just a little bit stronger (like 1 more stat point), they would all most likely see play. Knuckles might actually see play if the buff archetype takes off next expansion (IF), but it once again might be just barely not good enough without buffs.

thanks, I was dsicussing it with a friend and he said that hunter is the only class that free to play user can use to win games bacause he have the best cheap cards in the games so blizzard would not give him expensive good cards in order to keep alive chances to win to free to play users.

Malkorok has seen some play, first in Midrange/Tempo Warrior and later sometimes as a tech in Dragon Warrior. Overall it’s pretty solid card in any Midrange Warrior list. Since Dragon Warrior will probably be dead next expansion (unless they devote it to Dragons specifically), I think that Midrange Warrior might get more popular again.

Herald Volazj is a safe dust. While the card is okay in theory, it doesn’t fit the Priest’s play style at all. Control/Reno Priest rarely has multiple minions on the board and Dragon Priest doesn’t run minions with Deathrattles/strong on-board effects, so you usually get a 5/5 + 2-3 vanilla 1/1’s and that’s not really good enough for 6 mana.

I get the idea of madam goya, you can put a battlecry you need on the deck and use it again. It’s not that bad the possibility of having 2 reno or 2 kazakus battlecrys on a game. In my opinion i think it is a “not yet discovered card”.

If you play in Aggro matchup, you’d probably prefer to have the Reno body on the board to contest opponent’s minion immediately than to shuffle him back and possibly screw yourself by getting something small instead. Reno decks also run Doomsayer, so that would be a huge risk – pulling out Doomsayer with Madam Goya would mean your board says bye bye and you’ve wasted the card for no reason.

If you want 2x Kazakus Battlecry in one match, you play it with Brann. It’s cheaper and guaranteed. And you can’t Brann + Kazakus + Goya, because it’s too expensive. Then, it’s not exactly 2x Battlecry. You shuffle one minion, but you pull out another one. The other you pull can also have an important Battlecry. Or can be your win condition. Imagine playing against Control Warrior and pulling Archmage Antonidas as Reno Mage when you have no mana left to play any spells. Now he Executes or Shield Slams it and you’ve wasted your main win condition.

And the mana cost… 6 mana means that you can’t combo it with most of the important Battlecries. Like the Reno. Reno needs to actually stay on the board for one turn for it to work. It doesn’t always happen, in Control matchups minions are usually removed right away.

Overall, the card is just bad. If you want a similar effect that can’t screw you – you play Barnes. If you play it to get an extra Battlecry etc. – look at the Mage’s Manic Soulcaster. That’s what you want to play. Of course, it’s restricted to Mage, but compare those two for that purpose. Manic has better stat distribution (of the same stats) and costs 3 mana less. 3 mana. And can’t potentially screw you by pulling out something you don’t want to.

Okay, there MIGHT be some deck in the future that wants the Goya’s effect. Let’s be honest, everything can happen. But right now I can’t think of a single deck in which this card would be good in.

I think the card is something like dirty rat, where you think “this card can screw my game”, but when you discover some sinergie to the card it happens to be a great card. The card can be used in aggro decks to change a minion for some lethal charge or in decks like ramp druid.
Yes, i agree that the card is terrible right now, but i have a feeling it will be a good card someday cause it have some potencial, unlike mayor that don’t have any potencial at all.

Well, Golden Legends are kinda a different thing. You just trade a shiny animation (which has no impact on the gameplay whatsoever) for a Legendary of your choice. I would definitely disenchant Golden Legend I don’t play to craft a regular one I would play.

If it’s a 1 for 1/4 trade, it’s often not worth it. You trade one playable Legendary for 1/4 of a staple Legendary. But if you can trade 1 playable Legendary for 1 staple Legendary, that’s a worth it trade.

Unless you’re a collector and you want to have a full golden collection in the future, that’s probably the only reason to not go for it :p

I would defend Tinkmaster, Rend, Mukla, and Gormok. Mukla and Gormok have seen aggro play at times, especially in Zoo and if pirates get nerfed or if bigger bodies become relevant they could easily come back. Tinkmaster and Rend are weak right now because the threats they counter are weak but in a control heavier metagame they could easily become quite strong. Still, all of these rely on metagame shifts and none of them will be the strongest card in their deck (except maybe Gormok) so the probably safe category is a fine place for them (still would move Rend there). I am also somewhat confused by the absence of Don Han’Cho from this list. He’s not seeing any play and I can’t think of a present or past deck that would have any interest in running him.

Gormok and Rend are there mostly because they rotate out next expansion, so they won’t likely see play until then.

Mukla & Tinkmaster were closest ones to not be included, but I still think they’re safe dust.

Mukla was never a vital part of any strong, meta deck – it was usually just a tech or played in more non-meta decks.

TInkmaster is well… a tech card. It was NEVER necessary card. Even when C’Thun and N’Zoth decks were very popular, arguably the best meta for the Tinkmaster to be played in, he was only played in a few CW lists, mostly tournament lists. Even then it was not a necessary tech. They would need to release way more cards like that (or C’Thun would need to be back in favor) for the card to see play.

In both cases, they aren’t the worst cards and they MIGHT see some play in the future. But that’s kinda the point of “probably safe” category – those cards MIGHT be played in the future, but if you really need the Dust, because you have no staple collection, you don’t have Sylvanas, you don’t have Patches, you don’t have Leeroy, whatever – getting those cards faster is more important than keeping a card that might be played as a tech 2 years from now. You’ll worry about that later.

That’s also the reason why I didn’t just make the list, I made a description for each card. Near Tinkmaster and Mukla, I’ve mentioned that the card might be back into the meta, so I assume that people can think for themselves and after reading the description, they’ll decide whether it’s worth the risk or not.

It might just be me, but I think that Don Han’Cho is a very strong card. I won’t make any stupid bets, but I’m almost 100% sure that it will see some play in the 2017 expansions. The problem with the card is that the deck it fits into are completely out of the meta. It’s a great card in Midrange decks that have some stuff to buff – Midrange Warrior, Midrange Paladin, Midrange Hunter… Each of those decks have strong cards that benefit from buffs. This theme doesn’t fit the current meta, but it might be better in the future.

I’d say that each one of those has potential, as it’s been played in some lists previously. However, you’re right – they’re very close to being on the disenchant list for Standard, because they all rotate out very soon.

Reynad’s token druid ran it, so do a few others. It isn’t much, much worse than violet teacher, it’s a little worse, but a full token list would run both. Also, knuckles is very good and I’ll money match any non pirate warrior deck with the supposedly bad midrange hunter to prove it.

fr0zen

January 12, 2017 at 2:29 pm

that feel when last legendaries what u get is 2x mayor’s and madam goya

I’ve got Madam Goya, Genzo, Wrathion and 2x Han’Cho from my Gadgetzan pack openings… I had to craft every meta Legendary 🙁 Luckily for me, Wrathion and one Han’Cho were Golden (first two Gold Legendaries I’ve got so close to each other) so I can disenchant them for full value. I was still holding over 15k Dust so I didn’t need to, but I’ll probably do it when I need it in the future.

It’s good against Jade Druid, other Jade decks don’t really snowball that high. I mean, maybe if you play Jade Control Shaman or something, but Midrange usually go up to like ~6/6. However, Jade Druid is still minority of the meta, not to mention that Paladin is a bad class right now and Eadric rotates out soon. If Paladin gets better next expansion, you won’t be able to play it in the Standard anyway.

Thanks. really useful.
We need a similar post but about top legendaries now.
What are the meta legendaries? what are tier 1,2,…
So if I have dust in what order should I craft the legendaries?
you can add epic cards as well.
we need crafting guide 🙂